Atur: City of Night

Post/Author/DateTimePost
#1

aeryk08

Feb 26, 2010 13:19:20
So I'm thinking of adapting the Karnnathi city of Atur to a Mabar manifest zone like Sharn is to Syrania.  Here are some ideas.  What do you think fits/too much/other ideas?

Shadow gates
These allow quick transport throughout the city. 
Possibly a physical gate or an underground network like a subway.  (House Thuranni working with Cannith or Orien?)

Sun wells
Spots in the city the sun never touches.  What purpose could they serve?

Low-light goggles
Created for those with normal vision.  Probably on the expensive side, but not as much as darkvision goggles.

Shadow guides
Not sure what to do with this, but I like the idea.

Other ideas
 - Buried dead often rise
   - need for consecrated holy ground to keep dead

 - Cold iron easily forged here
   - iron buildings become cold iron over time

 - sleep is more restful here (need less?)
   - explains why more people are out at night
   - healing and restoration take longer

 - baying of shadow mastiffs at night (sunset?)

 - everburning lanterns don't last as long here
   - alternate light source?
#2

aeryk08

Feb 28, 2010 11:43:03
EDIT: I've revamped the Boskage Ward description in light of the increased trade that Atur has taken on since the Day of Mourning.

Okay, I modified a map from an old Ravenloft campaign (seemed fitting for Karrnath Wink).  It actually has all the right elements for Atur, even a ruined fortress that could have been destroyed in the Last War.  I added a lightning rail and split it up into districts.  Here's an overview, I'll start filling in the details next.  (Thanks for the inspiration MephitJames).

Atur: City of Night


 City of Night
#3

RedRider

Mar 01, 2010 5:40:11
I think one thing you need to do is to justify why someone would establish a settlement here in the first place, if the whole area is filled with malign energies.

Perhaps it was originally founded by dark mages from Sarlona who wanted to experiment with the manifest zone.

And then of course, why it grew and thrived as a town. (I'm not so good on my Karrn-tography, is it on a major trade route?)

As to the powers of the zone, I'd keep the more harmful effects (Limited healing) to certain areas.
People needing less sleep is an interesting idea which wouldn't nescessarily need much justification. Perhaps lifespans are even extended here, bringing up a cultural influence on Karrnath's recent fascination with Undeath.

For the Everburning Lanters extinguishing effect, I'd suggest that it shouldn't effect your player's lanterns. Instead, perhaps the effect only hinders those created in the zone itself. (So street lights are usually build and brought in from outside the zone, making it a pain in the ass when one gets damaged and needs to be replaced.)
The reliance on street lighting could also become a major architectural feature in the city. I'd suggest the Hetacomb ward is the older section of the city, where the buildings incorperate a lot of dark alleyways and shadowy alcoves, while more modern city planning has given the other quarters a more efficient and well-lit design with limited hiding spaces and most of the streets build on Panopticon principles.
#4

aeryk08

Mar 01, 2010 12:20:37
I think one thing you need to do is to justify why someone would establish a settlement here in the first place, if the whole area is filled with malign energies.

That's true.  I hadn't thought of that.  I like the idea of Sarlonan mages here to experiment.  Perhaps it has a history of experimentation dating back to Dhakaani times. 

Or it began as a goblinoid place of worship to The Shadow.  (Although this always bothered me "The Shadow is the chaotic evil deity of dark magic and the corruption of nature...and his favored weapon is the quarterstaff."  Guess its a gnarled, wicked looking quarterstaff. )  This brings in the close proximity to The Nightwood.  Hm...

And then of course, why it grew and thrived as a town. (I'm not so good on my Karrn-tography, is it on a major trade route?)

Atur is a nexus for three House Orien trade routes heading north, south and west from here and I assume these are built on older trade routes.  Also the Karrn River begins here and early civilizations always seem to spring up around sources of water.  So I think we're covered here.

As to the powers of the zone, I'd keep the more harmful effects (Limited healing) to certain areas.
People needing less sleep is an interesting idea which wouldn't nescessarily need much justification. Perhaps lifespans are even extended here, bringing up a cultural influence on Karrnath's recent fascination with Undeath.

You're probably right about limiting the effects on healing.  I do like the bit about less sleep needed, which helps with the active night life.  Extended lifespans would definitely bring people here in droves, but this is only a large city, so the negative effects would have to balance this out (unless its the next best kept secret after Kauis Wink).

For the everburning lanterns, I was thinking of the street lamps mostly.  This brings up the idea of a city wide dampening field against magic light in general.  Maybe it has spell resistance that has to be overcome for light spells, but existing sources of light continue to work like you suggested.

I like that idea of the Hecatomb Ward using this faulty and relatively inexpensive system, but I'd still like to find an alternative for the other districts.  Some kind of "black light" that is more soothing to those with light sensitivity.  That reminds me of an idea using the Black Flame Zealot prestige class as a fallen member of the Church of the Silver Flame.  Hm...

I do like that idea of the Panopticon architecture.  It seems very Karrnathi (even more so Zilargo) and maybe designed by gnomes.  The Crimson Monastery could definitely have this feel of omnipresent watchers in the Cruor District, though this is used for their own purposes.  I'm thinking the towers on the cliffside of the Ashen Spires serve as good lookouts, especially if aided by some kind of telescoping magic.

Thanks for all the great ideas.  I'll have to let my subconscious chew on this.
#5

aeryk08

Mar 02, 2010 12:10:37

Here's some more ideas:

Light sensitivity
Slowly over time residents here find themselves becoming more sensitive to sunlight
   - This accounts for the active nightlife and relative quiet of the day
      - It also has created a fashion of wearing veils, magic versions designed by Zil gnomes
   - After a week spent here the daylight is annoying, after a month its a bit painful
       - This develops into actual light sensitivity after a year spent in Atur (maybe a Will save)
       - The effect fades after leaving Atur, the duration depending on how long you were exposed
          - Can also be healed by a remove curse
   - Some residents born here have permanent light sensitivity or light blindness
      - Many Atur natives are also color blind
      - This is attributed to a weakness in some of the bloodlines in Atur, but long term residents know the truth

Aturian Mirk Cheese
Many Karrnathi cheeses are brought to Aturian cheeseholds to age.  Dark veins appear in many of the cheeses (similar to blue cheese) creating a rich smoky flavor.
   - The cheese is also supposed to give a night of restful sleep, though for a rare few it seems to bring on nightmares (There are actual stories of cheese's effects on sleep Surprised)

Shadow Gates
There are undergound "subway stations" throughout the city, including near the lightning rail station
   - Each station has several dark archways and people filing in and out
      - Each archway has a label above telling its destination
   - House Cannith developed these gates for House Orien and are trying to replicate the process outside of the manifest zone
   - Guards are posted at these stations to contain any stray shadows that may wander out
   - House Tharashk(?) has a small station in the city specializing in retrieving the rare individual who gets "lost" in the gates
   - There's a small fee to use them (and maybe something like turnstiles)
   - Wandering minstrels or actors set up here sometimes playing for donations

City of the Undead
An underground city of the undead (maybe using necropotilans from Libris Mortis)
   - I like the idea of this, but not sure how it might feasibly work
   - I'm thinking some may have lived above ground in a quarter of the Antecessor District
      - They were forced to hide when the Last War ended and the BoV lost its national backing
   - Maybe there are Dhakaani caverns beneath the cliffs of the Ashen Spires
      - I'd like to do something with Karrn Falls and the mist, but they have to be well hidden

Other ideas
- Use shadow magic (from Tome of Magic) to create "black flame lanterns"

#6

Sarlax

Mar 03, 2010 15:24:32
I think one thing you need to do is to justify why someone would establish a settlement here in the first place, if the whole area is filled with malign energies.


I can think of a few reasons. First, keep in mind that manifest zones don't directly port in the energies of their connected planes. Sharn's in a zone to Syrania, but the only notable effect is that flying and levitation magic is enhanced - it doesn't make everyone in the city turn good. Dreadhold is built in a zone to Lammania, with the result that its construction materials have increased hardness, but it's not overrunning with lycanthropes and wild beasts. A zone to Mabar could have any number of limited effects which are useful.

A sinister possibility is that it's location in mist and Mabar connection simply make it perfect for intelligent undead. Perhaps creatures like mummies and vampires experience increased vitality and intelligence. Using their influence, they have spent centuries creating a city here when there'd otherwise be little reason to settle. Even today, ancient vampires use their influence to keep trade and power moving in Atur, so they always have mortals on which they can feed.

Another option is that Mabar releases just a tiny amount of negative energy into the zone. It's not enough to even effect most creatures, but it sterilizes microorganisms. The result is that people in Atur are simply healthier because viruses and bacteria are killed before they can infect people. Food doesn't rot because no single-celled creatures can reproduce on them. This also would make Atur an important stop on a trade route - food brought through the city can last weeks longer.
#7

Magicstar1

Mar 03, 2010 15:36:45
Another option is that Mabar releases just a tiny amount of negative energy into the zone. It's not enough to even effect most creatures, but it sterilizes microorganisms. The result is that people in Atur are simply healthier because viruses and bacteria are killed before they can infect people. Food doesn't rot because no single-celled creatures can reproduce on them. This also would make Atur an important stop on a trade route - food brought through the city can last weeks longer.



This I like. Explains a lot.
#8

RedRider

Mar 04, 2010 2:38:50
Though things may not be as much fun once a mad necromancer animates some zombie bacteria.
#9

Alas

Mar 04, 2010 13:49:46
Don't believe I've seen it mentioned yet, but, from Dragonmarked:

"Though House Phiarlan still maintains its own center for the Demesne of Shape in Thaliost, all serious students of architecture, costuming, painting, pottery, and sculpture study at the true heart of the discipline-- the House Thuranni enclave in the Karrnathi city of Atur. Thuranni calls its demesne the True Shapers as an unsubtle jibe towards Phiarlan, and students from all races and nations study under its master artists and artisans. The True Shapers is run by Lord Eriz d'Thuranni." (pg 86 Baker et al, 2006) 

So, beyond the fact that Atur has a legitimate reason to host a disproportionate number of shadow-wielding elven assassins, Atur is also home to one of the biggest art schools on the continent. In addition to the funerary monuments, I'd expect to find some avant garde mansions, excellent statues, and posh galleries.

Just a thought! 
#10

aeryk08

Mar 04, 2010 15:26:57
Don't believe I've seen it mentioned yet, but, from Dragonmarked:

"Though House Phiarlan still maintains its own center for the Demesne of Shape in Thaliost, all serious students of architecture, costuming, painting, pottery, and sculpture study at the true heart of the discipline-- the House Thuranni enclave in the Karrnathi city of Atur. Thuranni calls its demesne the True Shapers as an unsubtle jibe towards Phiarlan, and students from all races and nations study under its master artists and artisans. The True Shapers is run by Lord Eriz d'Thuranni." (pg 86 Baker et al, 2006) 

So, beyond the fact that Atur has a legitimate reason to host a disproportionate number of shadow-wielding elven assassins, Atur is also home to one of the biggest art schools on the continent. In addition to the funerary monuments, I'd expect to find some avant garde mansions, excellent statues, and posh galleries.

Just a thought! 

Wow, thanks!  I'll have to check out Dragonmarked.  That was totally off my radar...and changes a lot.
#11

aeryk08

Mar 04, 2010 15:41:26
A sinister possibility is that it's location in mist and Mabar connection simply make it perfect for intelligent undead. Perhaps creatures like mummies and vampires experience increased vitality and intelligence. Using their influence, they have spent centuries creating a city here when there'd otherwise be little reason to settle. Even today, ancient vampires use their influence to keep trade and power moving in Atur, so they always have mortals on which they can feed.

That gives more depth to the history of vampires and other undead.  Sounds like I need to start from the ground up, at least starting with the Dhakaani.  Although there could be some influence from the Age of Demons...hm, I think I'm going to focus on the more recent history for now.

Another option is that Mabar releases just a tiny amount of negative energy into the zone. It's not enough to even effect most creatures, but it sterilizes microorganisms. The result is that people in Atur are simply healthier because viruses and bacteria are killed before they can infect people. Food doesn't rot because no single-celled creatures can reproduce on them. This also would make Atur an important stop on a trade route - food brought through the city can last weeks longer.

A city of the undead that keeps people healthier.  That's interesting.  It fits in with the Blood of Vol aspiration to reach immortality in this life, I'm sure they would spin this to fit their beliefs.  And also adds to the reasons to attract an undead city.  Keeps their "food" free from disease, too :>  And in a nation plagued with famine, it would make this a natural safe haven.  Lots of great ideas.  Thanks.

EDIT: Maybe this is caused by magical preserving cold rather than negative energy.  Not sure if Mabar/Plane of Shadow is related to negative energy or a separate energy type.  Also I could work this in with the cold iron being easily forged/naturally occuring idea.
#12

Alas

Mar 07, 2010 15:25:44
More mentions from the published material! (If you tire of this, lemme know.)

"A small arcane institute is located in Atur, Karrnath's City of Night. Thought the city is best known for the Crimson Monastery... the Atur Academy has trained wizards, sorcerers, and other arcane spellcasters for centuries--it has just done so rather quietly... The masters of the academy are necromancers and warlocks, and the lessons they pass on to their students concern the darkest lore--the magic of the dead, of negative energy, and of demonic binding."

"In contrast to the Passage Institute, the Atur Academy is quite exclusive... The academy maintains a spacious building in the City of Night (not far from the Crimson Monastery) that has comfortable dormitories, an excellent refectory, large classrooms, and well-appointed libraries." (pg 103, Player's Guide to Eberron, Wyatt, Baker, Johnson & Stan!, 2006)

So, in a city to which you're proposing to add a Mabar manifest zone and a ton of vampires:
  • There's an academy in which negative energy is a major curriculum

  • The academy has facilities in which vampire faculty could hide comfortably for centuries

  • The school has a reputation for being picky about students, and keeping a low profile (so who cares if a few applicants don't come back?)

  • It's all happening physically proximal to the Crimson Monastery 


So... maybe you can do something with that? ;)
#13

aeryk08

Mar 07, 2010 22:39:32
More mentions from the published material! (If you tire of this, lemme know.)

"A small arcane institute is located in Atur, Karrnath's City of Night. Thought the city is best known for the Crimson Monastery... the Atur Academy has trained wizards, sorcerers, and other arcane spellcasters for centuries--it has just done so rather quietly... The masters of the academy are necromancers and warlocks, and the lessons they pass on to their students concern the darkest lore--the magic of the dead, of negative energy, and of demonic binding."

"In contrast to the Passage Institute, the Atur Academy is quite exclusive... The academy maintains a spacious building in the City of Night (not far from the Crimson Monastery) that has comfortable dormitories, an excellent refectory, large classrooms, and well-appointed libraries." (pg 103, Player's Guide to Eberron, Wyatt, Baker, Johnson & Stan!, 2006)

So, in a city to which you're proposing to add a Mabar manifest zone and a ton of vampires:
  • There's an academy in which negative energy is a major curriculum

  • The academy has facilities in which vampire faculty could hide comfortably for centuries

  • The school has a reputation for being picky about students, and keeping a low profile (so who cares if a few applicants don't come back?)

  • It's all happening physically proximal to the Crimson Monastery 


So... maybe you can do something with that? ;)

Thanks, Alas!  This is great and builds on the history of sorcerers coming here to study negative energy.  Yes, please anything you come across is welcome.  There is so much material to sift through that even something you've read before can be a surprise (although this was new to me). 

This was why my first Eberron campaign (also in Karrnath) was in a backwoods city far from anything established in canon.  I wanted the freedom to explore this new world without having to look things up every five minutes so I didn't end up with my foot in my mouth Wink.  But I figure this is the next step.  Tackling something more established, though there's plenty of room for creativity.
#14

Gilo

Mar 07, 2010 23:11:08
Elrodian had some nice writeup about Atur Academy

#15

Alas

Mar 08, 2010 9:49:22
"This was why my first Eberron campaign (also in Karrnath) was in a backwoods city far from anything established in canon.  I wanted the freedom to explore this new world without having to look things up every five minutes so I didn't end up with my foot in my mouth Wink.  But I figure this is the next step.  Tackling something more established, though there's plenty of room for creativity."

Even "canon" in Eberron tends to carry within it the suggestion of 
how you might adapt it for your own purposes. That's why I like it. That mention of Atur Academy in the book says what it does, but not how. Not coincidentally, that's how we get cool home-authored stuff like Elrodian's.
#16

aeryk08

Mar 08, 2010 13:40:09
Elrodian had some nice writeup about Atur Academy

Thanks, definitely some good ideas there.  And a good place to introduce shadow magic (from Tome of Magic).

Even "canon" in Eberron tends to carry within it the suggestion of how you might adapt it for your own purposes. That's why I like it. That mention of Atur Academy in the book says what it does, but not how. Not coincidentally, that's how we get cool home-authored stuff like Elrodian's.

Yeah, Eberron does seem to strike a good balance with published material to leave space for individual creativity.  I've always been concerned that future published material could squash out things I've established in the campaign, but it seems like Eberron has reached a relative stability.  And actually I've realized these accidental contradictions can create some interesting solutions.
#17

aeryk08

Mar 08, 2010 16:18:00
Does anyone know if there's been any mention of the Karrnathi Royal Swords outside of the ECS?  Sounds like they are a secret police loyal to Kaius and would probably have an undercover presence in Atur.  Possibly a few even infiltrated the Crimson Monastery posing as priests of the Blood of Vol (or could actually be true priests of BoV, just loyal to Kaius).
#18

Thramzorean

Mar 09, 2010 22:36:24
Does anyone know if there's been any mention of the Karrnathi Royal Swords outside of the ECS?


I can't recollect any. (?) But these could be as much in your face military police or elite bodyguards than the equivalent of the Brelish Dark Lanterns.

One idea for an undercover spy there would be a vampire that Kaius created one time (perhaps his own wife!). Might be a key reason why Kaius has in fact been successful in holding everything together in Karnnathi despite the problems.
#19

aeryk08

Mar 12, 2010 16:45:09
Does anyone know if there's been any mention of the Karrnathi Royal Swords outside of the ECS?


I can't recollect any. (?) But these could be as much in your face military police or elite bodyguards than the equivalent of the Brelish Dark Lanterns.

One idea for an undercover spy there would be a vampire that Kaius created one time (perhaps his own wife!). Might be a key reason why Kaius has in fact been successful in holding everything together in Karnnathi despite the problems.

That sounds about right.  One of the adventure ideas in the ECS lists them as giving travelers a hard time for not having the right paperwork.  Although there could be a few that are undercover, but then again Eberron has its fill of spy networks

EDIT: I changed the Boskage Ward on the main page with the realization that Atur should be expanding more since many supply ships have rerouted away from Karrlakton after the Day of Mourning.  I'm thinking it might make more sense to have a wiki page like MephitJames has done instead of editing on the message board, but first I have to sift through all the material first.  Oh Eberron, why do you have to have such a rich and complex world? Tongue out

#20

elrodian

Mar 15, 2010 8:36:35
This is very interesting i would really like to see where you go with it. If you need help with anything i would most gladly help you in anyway i can.
#21

aeryk08

Mar 18, 2010 11:06:06
Thanks Elrodian.  I'm interested to see where I go with it, too ;)  I have bits and pieces for different wards, but not one complete one.  I'm debating if I should post what I have so far and edit as I go.  That might be kind of annoying to have to flip back and forth which is why I'm thinking more about the wiki idea.